Play game
The Adventure's Pocketbook's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #8 | 2.394 | 2.714 |
Fun Factor | #9 | 2.772 | 3.143 |
Overall | #10 | 2.772 | 3.143 |
Creativity and Theme | #10 | 2.646 | 3.000 |
Sound Design | #11 | 1.638 | 1.857 |
Graphics | #12 | 2.268 | 2.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
The Theme
You'll see🧐
The Journey
I learned a lot more about game development this is the first game that I've finished and this is my first game jam and I hope to do many more
Leave a comment
Log in with itch.io to leave a comment.
Comments
congrats to complete your first game and enjoy
Pretty unique use of the theme! Having the instructions being part of the gameplay is clever. The switch from level 1 to 2 took me off-guard. It's a pretty sudden switch, but definitely caught my curiosity that way. Also the music is cool.
Level 1: The micro-metroidvania idea of showing unreachable places and later getting the upgrades for them is awesome, I never considered using that concept in smaller scoped games!
Level 2: Feels like a puzzle in a way, since you have all the information from the start and have to do some math of when to heal. At first I misread the healing ability and thought it would heal 50% of max HP, but this takes a shift in mindset, since it heals more the closer you are to death. Could be an exciting mechanic to build upon (risk/reward)! Also I thought the blaze would do damage on the turn it was used as well, based on the description. At the end I got into this situation where we killed each other at the same time and it wasn't really clear if I won, lol (though if I healed first here it would've been a victory guaranteed)
thanks for the detailed and concise feedback
I enjoyed the game. Took me a moment to realize I needed to go backwards first. Then I was able to get through it. Cool concept. Could be build upon for sure.
thanks for the feedback
cool stuff! settings button didn't do anything for me on the web version, but other than that everything worked great! the platformer section was neat with the powerups required to make the next section of jumps. took me a second to figure out the backtrack but i appreciate sidescrollers that use both left and right directions for forward progress. the second level was also neat, i like how it was almost a puzzle rather than a typical jrpg fight - à la tower of the sorcerer and it's niche genre decedents. might be nice to have an indicator for when the enemy is burning/burn turns remaining, but was easy enough to count it out myself. overall a well put together package - art was clear, music was catchy, objective/direction was easy enough to understand. well done!
thanks for the feedback, BTW I just never coded the settings
I can't play the game because of my Mac
I could probably make an export for mac
I'll look into it
I just made the game playable on a browser (I changed nothing just exported it to HTML, because I did not know how to do that prior)
It's so impressive that this is your first completed game, because there are basically two games here!!
You coded a small platformer metroidvania - and then you made a JRPG turn-based combat game too!
The first game was mostly just a series of lock-and-key puzzles, but I love that you found an organic way to implement it using progressively larger jumps and stategically placed speed/height power-ups. I appreciated how the lighting changed when you entered a cave. The music felt like a blend of NES tetris and the Legend of Zelda - there were some really cool triumphant fanfare-type riffs in there.
The second game was fascinating to me. There seemed to be only 1 sequence to beat each enemy, which you needed to puzzle out by referencing the stats in the pocketbook. It was like a puzzle game disguised as a grindy JRPG battle. The game did crash once for me during the third slime battle, but did not impact my overall enjoyment!
There are a few things to work on - the settings menu seems to be broken, the walk cycle it a little clunky, and it would be nice to see an implementation of coyote time for those long jumps -but overall this a MONUMENTAL achievement, Congratulations on your first game and your first full release! This was a joy to play!
Thanks for the feedback